Course Lesson Archive

Click on a title to expand a lesson video.

Lesson 1 ›
This is video is a review from 3152. It is for students that have not taken that class, or who have forgotten the vocabulary.   Watch ›

37:20 minutes slides no demos
Lesson 2 ›
While mobile gaming is the largest market right now, it is our experience that many of you do not actually play mobile games. In this video, we highly what you should be aware of while brainstorming game ideas.   Watch ›

45:03 minutes slides no demos
Lesson 3 ›
Microtransactions are one of the reasons why mobile games have a bad name. But as we see in this video, not all monetization needs to be bad.   Watch ›

34:05 minutes slides no demos
Lesson 4 ›
The first major deliverable of the course is the nondigital prototype. In this lesson we talk about how to model a digital game without using software.   Watch ›

41:38 minutes slides no demos
Lesson 5 ›
As you get started on your project, it is time to start talking about software. This lecture gives an overview of CUGL and provides a lot of motivation for the lessons that follow.   Watch ›

47:31 minutes slides no demos
Lesson 6 ›
For students from the introductory course, scene graphs are one of the biggest changes in the new engine. They provide a stuctured way to organize your images and textures, beyond drawing directly to a sprite batch.   Watch ›

34:29 minutes slides no demos
Lesson 7 ›
This is our first lesson on C++. In this lesson we go into the basics, and show how the various IDEs compile and link your programs.   Watch ›

41:11 minutes slides demos
Lesson 8 ›
This is our second lesson on C++. In this lesson we finally get into the object-oriented features of C++. But we also cover advanced topics like templates and closures.   Watch ›

40:19 minutes slides demos
Lesson 9 ›
This is our final lesson on C++. In this lesson we finally talk more about memory in C++. We get into the details of how smart pointers work and how to use (and not use) them.   Watch ›

48:20 minutes slides demos
Lesson 10 ›
Even though we just had a lesson on memory (in C++), that was still not enough. There are some more special issues that we need to be aware of when working on mobile devices.   Watch ›

39:40 minutes slides no demos
Lesson 11 ›
Game networking is a complicated topic. But as we show in this lesson, it is possible in this course provided that you have the proper scope, and the proper support libraries.   Watch ›

42:27 minutes slides no demos
Lesson 12 ›
After some programmer-heavy lectures, we return to some lessons relevant to designers. As with scene graphs, this video goes into both the programming and design aspects of 2d animation.   Watch ›

39:07 minutes slides demos
Lesson 13 ›
After several programming lessons, it is time to return to design. With alpha release around the corner, we need to talk about how we do proper level design.   Watch ›

56:49 minutes slides no demos
Lesson 14 ›
Procedural content is always something that people strive for, because it can make your game infinitely replayable. But as we show in this video, this is harder - not easier - than traditional level design.   Watch ›

43:42 minutes slides no demos
Lesson 15 ›
Simple audio in CUGL is pretty straight forward if you look at the code demos. But as we show in this video, CUGL is capable of so much more, provided that you understand how game audio works.   Watch ›

57:01 minutes slides no demos
Lesson 16 ›
In this short lesson, we will talk about debugging. While we assume that most of you know how to debug, it is not a given that you know how to debug in C++. There are some special techniques to leverage for this language.   Watch ›

26:10 minutes slides no demos
Lesson 17 ›
In this video we will talk about how to optimize your code. As mobile devices are not quite a powerful as full computers, this is an important step before you start to distribute your application.   Watch ›

44:34 minutes slides no demos
Lesson 18 ›
The last video of the course talks about getting your game out there, so you can be next Family Style. You cannot just release your app to the App Store if you actually want people to play it. You have to promote it.   Watch ›

54:14 minutes slides no demos